Europa Universalis IV

Europa Universalis IV

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Autonomy Mod
   
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13 May, 2016 @ 11:15am
9 May, 2024 @ 8:20am
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Autonomy Mod

Description
Info
This mod was done on request.

Features
  • if an owned province has a local autonomy of 91 (state)/95 (territory) or higher, it will now have another, significant effect
    • (counts for both, AI and player)

There are a few possible things that can happen:

  1. If the province has at least one non-existing core country:
    • one of them will be released as a new nation in that province
    • if you are the only country that either has the same primary culture as the new released country or accepts its primary culture, it will become your vassal (if not, it will become an independent nation)
  2. If the province has at least one already existing core country, which is your vassal (and 1. isn't possible):
    • the province will be ceded to that vassal
  3. If any neighbor province of the high autonomy province has at least one non-existing core country (and 1. and 2. aren't possible):
    • one of them will be released as a new nation in that province and receives the high autonomy province
    • if you are the only country that either has the same primary culture as the new released country or accepts its primary culture, it will become your vassal (if not, it will become an independent nation)
  4. If the province has a border to any existing core country (and 1., 2. and 3. aren't possible):
    • the province will be ceded to a matching neighboring core country
  5. If neither 1., 2., 3. nor 4. are possible (or you are a subject nation), the province will get one of the following modifiers for 5 years, depending on its local autonomy (91/95 // 93/97 // 94/99):
    • non-subject country:
      • Local Unrest: +5 / +10 / +15
      • Monthly Local Autonomy Change: +0.05 / +0.10 / +0.15
    • subject country:
      • Local Unrest: +2.5 / +5 / +7.5
      • Monthly Local Autonomy Change: +0.025 / +0.05 / +0.075
  • If you aren't a subject country and you have at least 15 units in the province at the time when the event is triggered, you are able to not lose the province for the cost of -1 stability and a revolt in the specific province; the specific province will also receive the same modifiers as if you wouldn't be able to release any core nation
  • If you have a core in the specific province, the new released nation will get a core in that province as well
  • If the new released nation has a core province in the specific province, it will keep it, also if you don't have one
  • If both, you and the new released nation don't have a core province in the specific province, the new released nation won't get one and has to core the province normally

  • -0.05 local autonomy are added to the "recent uprising" modifier (static_modifiers)

There is a disaster (for AI and player) that is visible, if:
  • you are not a subject country
  • you have more than 40 provinces
  • at least one of your provinces has a non-existing core country or a core country that is your subject
  • you didn't have that disaster (within the last 10 years)

It can start, if:
  • you don't have any disaster
  • you have at least 50 provinces
  • you have either an average home autonomy of 30% or an average autonomy of 80% or at least 10 provinces with 90% or more autonomy
  • you have either less than 50 legitimacy/republican tradition (etc.) or less than 0 stability
  • you didn't have that disaster within the last 30 years

When it is active, that will have the following effects:
  • global unrest: +3
  • years of seperatism: +10
  • monthly autonomy change: +0.10
  • autonomy change time: +50%

Depending on the option that you choose in the first event, the events that are triggered for provinces with high autonomy have a -33% modifier to the mean time to happen.

There is a decision to enable/disable the enclave mechanic.
When this mechanic is active, provinces that are not connected to your capital in any way (direct connection, connection including countries that gave you acces) will gain maluses to local autonomy and if you have at least 5 of such provinces, a civil war can start. This means that all enclave provinces with more than 90 local autonomy will become independent and declare war on you.
The modifiers are refreshed about once a month.

  • English localisation included
  • German localisation included
  • Spanish localisation included (English language)
  • French localisation included (English language)
Requierements
NO mod or DLC requiered

Compatibility
  • should be compatible with any other mod
  • should be compatible with any DLC

  • there may be a conflict, if one of your used mods changes the can_increase_autonomy scripted function

Other
If you find any bugs or have any suggestions, you can post them in the comments.
Popular Discussions View All (1)
0
24 Jan, 2024 @ 11:47pm
Tech bug
linux
87 Comments
LimonenZitrone  [author] 29 Apr @ 12:53pm 
@Baker0214: If the exclave has a sea connection (aka a port province) close enough to other provinces of you with a port, it should work. If it's too far away, you may have to use subjects until you have other land close enough to it.
Baker0214 29 Apr @ 8:26am 
how does this work when a country has an overseas colony.
For example if Britian has a colony in india, is it possible to mantain that with this mod?
slatsamer 25 Oct, 2024 @ 2:03am 
Hello. Nice mod, but how to add more units to released countries in the files? Because they always die and lose in independence wars.
LimonenZitrone  [author] 11 Feb, 2024 @ 10:01am 
@Pluri: It could be, but I feel events work better for something you may decide at game start only and not also later on. Ideally you just agree in the MP lobby that only the host should use the decision.
Pluri 11 Feb, 2024 @ 9:25am 
I see. Would it be possible to change the enclave disable option from a decision into an event so that it can be used for multiplayer?
LimonenZitrone  [author] 11 Feb, 2024 @ 9:24am 
@Pluri: Yes it should only consider landlocked or coastal ones that are not too close to any of your mainland (or other close coastal provinces). So essentially if you have a coastal province connected to your capital, then another coastal province close by that isn't connected to the capital that is fine. Then if you have another coastal province close to that should also fine etc.
Pluri 10 Feb, 2024 @ 8:56pm 
Just what I've been looking for. :D
I assume for the enclave mechanic naval access counts and only landlocked enclaves are affected if you have coastline access to your capital?
LimonenZitrone  [author] 26 Oct, 2022 @ 11:52am 
@Real Donald Trump: I don't change anything about their idea group, so that seems like a vanilla bug. Estate tags use custom ideas, like custom nations do, and those cannot be swapped. They don't get used much in vanilla, so it's possible that that's a bug that vanilla also suffers from and it just doesn't happen often enough to be noticed normally.
Odie 26 Oct, 2022 @ 10:25am 
There is a Bug:
When a Region declares Independence and creates a custom tag (E00)
its ideas are locked even if they already have some completed, but if they continue their idea groups they get unlocked. So they basically start from 0 and have a disadvantage this way.
Is it because they get their overlords idea group but it breaks somehow?
LimonenZitrone  [author] 15 Feb, 2022 @ 8:03am 
@S k y e l i g h t: It was updated for 1.32, so yes.